Cleanup: spelling, comments

This commit is contained in:
Campbell Barton 2020-03-29 16:33:51 +11:00
parent d5163e06c3
commit aec9e0e1b6
26 changed files with 47 additions and 47 deletions

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@ -61,7 +61,7 @@ typedef struct PoseTree {
int stretch; /* disable stretching */ int stretch; /* disable stretching */
} PoseTree; } PoseTree;
/* Core armature functionality */ /* Core armature functionality. */
struct bArmature *BKE_armature_add(struct Main *bmain, const char *name); struct bArmature *BKE_armature_add(struct Main *bmain, const char *name);
struct bArmature *BKE_armature_from_object(struct Object *ob); struct bArmature *BKE_armature_from_object(struct Object *ob);

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@ -29,7 +29,7 @@ extern "C" {
struct ColorBand; struct ColorBand;
/* in ColorBand struct */ /** #ColorBand.data length. */
#define MAXCOLORBAND 32 #define MAXCOLORBAND 32
void BKE_colorband_init(struct ColorBand *coba, bool rangetype); void BKE_colorband_init(struct ColorBand *coba, bool rangetype);

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@ -66,7 +66,7 @@ typedef struct SubdivSettings {
/* This refers to an adaptive isolation when creating patches for the subdivided surface. /* This refers to an adaptive isolation when creating patches for the subdivided surface.
* *
* When is set to to false (aka uniform subdivision) fixed depth of isolation is used, which * When is set to false (aka uniform subdivision) fixed depth of isolation is used, which
* allows to iteratively add more subdivisions (uniform subdivision level 2 = uniform subdivision * allows to iteratively add more subdivisions (uniform subdivision level 2 = uniform subdivision
* level 1 + uniform subdivision level 1). Uniform subdivisions will progressively go to a limit * level 1 + uniform subdivision level 1). Uniform subdivisions will progressively go to a limit
* surface. * surface.

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@ -39,7 +39,7 @@ struct Tex;
struct TexMapping; struct TexMapping;
struct TexResult; struct TexResult;
/* in ColorBand struct */ /** #ColorBand.data length. */
#define MAXCOLORBAND 32 #define MAXCOLORBAND 32
void BKE_texture_default(struct Tex *tex); void BKE_texture_default(struct Tex *tex);

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@ -472,9 +472,9 @@ static void contarget_get_mesh_mat(Object *ob, const char *substring, float mat[
/* derive the rotation from the average normal: /* derive the rotation from the average normal:
* - code taken from transform_gizmo.c, * - code taken from transform_gizmo.c,
* calc_gizmo_stats, V3D_ORIENT_NORMAL case * calc_gizmo_stats, V3D_ORIENT_NORMAL case */
*/
/* we need the transpose of the inverse for a normal... */ /* We need the transpose of the inverse for a normal. */
copy_m3_m4(imat, ob->obmat); copy_m3_m4(imat, ob->obmat);
invert_m3_m3(tmat, imat); invert_m3_m3(tmat, imat);
@ -577,7 +577,7 @@ static void constraint_target_to_mat4(Object *ob,
copy_m4_m4(mat, ob->obmat); copy_m4_m4(mat, ob->obmat);
BKE_constraint_mat_convertspace(ob, NULL, mat, from, to, false); BKE_constraint_mat_convertspace(ob, NULL, mat, from, to, false);
} }
/* Case VERTEXGROUP */ /* Case VERTEXGROUP */
/* Current method just takes the average location of all the points in the /* Current method just takes the average location of all the points in the
* VertexGroup, and uses that as the location value of the targets. Where * VertexGroup, and uses that as the location value of the targets. Where
* possible, the orientation will also be calculated, by calculating an * possible, the orientation will also be calculated, by calculating an

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@ -144,7 +144,7 @@ static int face_to_vert_index(SGLSLDisplistToTangent *dlt,
v += 1; v += 1;
} }
/* Cyclic correction. */ /* Cyclic correction. */
u = u % dlt->dl->nr; u = u % dlt->dl->nr;
v = v % dlt->dl->parts; v = v % dlt->dl->parts;

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@ -430,7 +430,7 @@ bool BKE_gpencil_stroke_sample(bGPDstroke *gps, const float dist, const bool sel
stroke_interpolate_deform_weights(gps, 0, 0, 0, &new_dv[0]); stroke_interpolate_deform_weights(gps, 0, 0, 0, &new_dv[0]);
} }
/* the rest */ /* The rest. */
while ((next_point_index = stroke_march_next_point(gps, while ((next_point_index = stroke_march_next_point(gps,
next_point_index, next_point_index,
last_coord, last_coord,

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@ -952,7 +952,7 @@ static void do_key(const int start,
k3 = key_block_get_data(key, actkb, k[2], &freek3); k3 = key_block_get_data(key, actkb, k[2], &freek3);
k4 = key_block_get_data(key, actkb, k[3], &freek4); k4 = key_block_get_data(key, actkb, k[3], &freek4);
/* test for more or less points (per key!) */ /* Test for more or less points (per key!) */
if (tot != k[0]->totelem) { if (tot != k[0]->totelem) {
k1tot = 0.0; k1tot = 0.0;
flagflo |= 1; flagflo |= 1;

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@ -182,8 +182,7 @@ static void multires_reshape_vertcos_foreach_vertex_every_edge(
multires_reshape_vertcos_foreach_vertex(foreach_context, &ptex_coord, subdiv_vertex_index); multires_reshape_vertcos_foreach_vertex(foreach_context, &ptex_coord, subdiv_vertex_index);
} }
/* Set displacement grids values at a reshape level to a object coordinates of the the given /* Set displacement grids values at a reshape level to a object coordinates of the given source. */
* source. */
bool multires_reshape_assign_final_coords_from_vertcos( bool multires_reshape_assign_final_coords_from_vertcos(
const MultiresReshapeContext *reshape_context, const MultiresReshapeContext *reshape_context,
const float (*vert_coords)[3], const float (*vert_coords)[3],

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@ -2499,15 +2499,14 @@ static ImBuf *do_transform_effect(const SeqRenderData *context,
/*********************** Glow *************************/ /*********************** Glow *************************/
static void RVBlurBitmap2_float(float *map, int width, int height, float blur, int quality) static void RVBlurBitmap2_float(float *map, int width, int height, float blur, int quality)
/* MUUUCCH better than the previous blur. */
/* We do the blurring in two passes which is a whole lot faster. */
/* I changed the math around to implement an actual Gaussian */
/* distribution. */
/* */
/* Watch out though, it tends to misbehaven with large blur values on */
/* a small bitmap. Avoid avoid avoid. */
/*=============================== */
{ {
/* Much better than the previous blur!
* We do the blurring in two passes which is a whole lot faster.
* I changed the math around to implement an actual Gaussian distribution.
*
* Watch out though, it tends to misbehave with large blur values on
* a small bitmap. Avoid avoid! */
float *temp = NULL, *swap; float *temp = NULL, *swap;
float *filter = NULL; float *filter = NULL;
int x, y, i, fx, fy; int x, y, i, fx, fy;

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@ -244,7 +244,7 @@ static void image_camera_background_matrix_get(const Camera *cam,
unit_m4(scale); unit_m4(scale);
unit_m4(translate); unit_m4(translate);
/* Normalized Object space camera frame corners. */ /* Normalized Object space camera frame corners. */
float cam_corners[4][3]; float cam_corners[4][3];
BKE_camera_view_frame(draw_ctx->scene, cam, cam_corners); BKE_camera_view_frame(draw_ctx->scene, cam, cam_corners);
float cam_width = fabsf(cam_corners[0][0] - cam_corners[3][0]); float cam_width = fabsf(cam_corners[0][0] - cam_corners[3][0]);

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@ -742,7 +742,7 @@ static int armature_symmetrize_exec(bContext *C, wmOperator *op)
} }
} }
/* Find the selected bones and duplicate them as needed, with mirrored name */ /* Find the selected bones and duplicate them as needed, with mirrored name. */
for (ebone_iter = arm->edbo->first; ebone_iter && ebone_iter != ebone_first_dupe; for (ebone_iter = arm->edbo->first; ebone_iter && ebone_iter != ebone_first_dupe;
ebone_iter = ebone_iter->next) { ebone_iter = ebone_iter->next) {
if (EBONE_VISIBLE(arm, ebone_iter) && (ebone_iter->flag & BONE_SELECTED) && if (EBONE_VISIBLE(arm, ebone_iter) && (ebone_iter->flag & BONE_SELECTED) &&
@ -765,7 +765,7 @@ static int armature_symmetrize_exec(bContext *C, wmOperator *op)
} }
} }
/* Run through the list and fix the pointers */ /* Run through the list and fix the pointers. */
for (ebone_iter = arm->edbo->first; ebone_iter && ebone_iter != ebone_first_dupe; for (ebone_iter = arm->edbo->first; ebone_iter && ebone_iter != ebone_first_dupe;
ebone_iter = ebone_iter->next) { ebone_iter = ebone_iter->next) {
if (ebone_iter->temp.ebone) { if (ebone_iter->temp.ebone) {
@ -1116,7 +1116,7 @@ static int armature_bone_primitive_add_exec(bContext *C, wmOperator *op)
ED_armature_edit_deselect_all(obedit); ED_armature_edit_deselect_all(obedit);
/* Create a bone */ /* Create a bone. */
bone = ED_armature_ebone_add(obedit->data, name); bone = ED_armature_ebone_add(obedit->data, name);
copy_v3_v3(bone->head, curs); copy_v3_v3(bone->head, curs);

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@ -280,7 +280,7 @@ int join_armature_exec(bContext *C, wmOperator *op)
float mat[4][4], oimat[4][4]; float mat[4][4], oimat[4][4];
bool ok = false; bool ok = false;
/* Ensure we're not in editmode and that the active object is an armature*/ /* Ensure we're not in edit-mode and that the active object is an armature. */
if (!ob_active || ob_active->type != OB_ARMATURE) { if (!ob_active || ob_active->type != OB_ARMATURE) {
return OPERATOR_CANCELLED; return OPERATOR_CANCELLED;
} }

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@ -1003,7 +1003,7 @@ static int armature_de_select_all_exec(bContext *C, wmOperator *op)
CTX_DATA_END; CTX_DATA_END;
} }
/* Set the flags */ /* Set the flags. */
CTX_DATA_BEGIN (C, EditBone *, ebone, visible_bones) { CTX_DATA_BEGIN (C, EditBone *, ebone, visible_bones) {
/* ignore bone if selection can't change */ /* ignore bone if selection can't change */
switch (action) { switch (action) {

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@ -562,7 +562,7 @@ static EditBone *make_boneList_rec(ListBase *edbo,
BLI_addtail(edbo, eBone); BLI_addtail(edbo, eBone);
/* Add children if necessary */ /* Add children if necessary. */
if (curBone->childbase.first) { if (curBone->childbase.first) {
eBoneTest = make_boneList_rec(edbo, &curBone->childbase, eBone, actBone); eBoneTest = make_boneList_rec(edbo, &curBone->childbase, eBone, actBone);
if (eBoneTest) { if (eBoneTest) {
@ -721,7 +721,7 @@ void ED_armature_from_edit(Main *bmain, bArmature *arm)
} }
} }
/* Copy the bones from the editData into the armature */ /* Copy the bones from the edit-data into the armature. */
for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
newBone = MEM_callocN(sizeof(Bone), "bone"); newBone = MEM_callocN(sizeof(Bone), "bone");
eBone->temp.bone = newBone; /* Associate the real Bones with the EditBones */ eBone->temp.bone = newBone; /* Associate the real Bones with the EditBones */
@ -819,7 +819,7 @@ void ED_armature_edit_free(struct bArmature *arm)
{ {
EditBone *eBone; EditBone *eBone;
/* Clear the editbones list */ /* Clear the edit-bones list. */
if (arm->edbo) { if (arm->edbo) {
if (arm->edbo->first) { if (arm->edbo->first) {
for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {

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@ -497,7 +497,7 @@ static int pose_de_select_all_exec(bContext *C, wmOperator *op)
Object *ob_prev = NULL; Object *ob_prev = NULL;
/* Set the flags */ /* Set the flags. */
CTX_DATA_BEGIN_WITH_ID (C, bPoseChannel *, pchan, visible_pose_bones, Object *, ob) { CTX_DATA_BEGIN_WITH_ID (C, bPoseChannel *, pchan, visible_pose_bones, Object *, ob) {
bArmature *arm = ob->data; bArmature *arm = ob->data;
pose_do_bone_select(pchan, action); pose_do_bone_select(pchan, action);

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@ -4249,7 +4249,7 @@ static int gp_stroke_separate_exec(bContext *C, wmOperator *op)
if (ED_gpencil_stroke_color_use(ob, gpl, gps) == false) { if (ED_gpencil_stroke_color_use(ob, gpl, gps) == false) {
continue; continue;
} }
/* separate selected strokes */ /* Separate selected strokes. */
if (gps->flag & GP_STROKE_SELECT) { if (gps->flag & GP_STROKE_SELECT) {
/* add layer if not created before */ /* add layer if not created before */
if (gpl_dst == NULL) { if (gpl_dst == NULL) {
@ -4422,7 +4422,7 @@ static int gp_stroke_split_exec(bContext *C, wmOperator *UNUSED(op))
if (ED_gpencil_stroke_color_use(ob, gpl, gps) == false) { if (ED_gpencil_stroke_color_use(ob, gpl, gps) == false) {
continue; continue;
} }
/* split selected strokes */ /* Split selected strokes. */
if (gps->flag & GP_STROKE_SELECT) { if (gps->flag & GP_STROKE_SELECT) {
/* make copy of source stroke */ /* make copy of source stroke */
bGPDstroke *gps_dst = BKE_gpencil_stroke_duplicate(gps, true); bGPDstroke *gps_dst = BKE_gpencil_stroke_duplicate(gps, true);

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@ -493,8 +493,10 @@ void paintvert_tag_select_update(struct bContext *C, struct Object *ob)
WM_event_add_notifier(C, NC_GEOM | ND_SELECT, ob->data); WM_event_add_notifier(C, NC_GEOM | ND_SELECT, ob->data);
} }
/* note: if the caller passes false to flush_flags, /**
* then they will need to run paintvert_flush_flags(ob) themselves */ * \note if the caller passes false to flush_flags,
* then they will need to run #paintvert_flush_flags(ob) themselves.
*/
bool paintvert_deselect_all_visible(Object *ob, int action, bool flush_flags) bool paintvert_deselect_all_visible(Object *ob, int action, bool flush_flags)
{ {
Mesh *me; Mesh *me;

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@ -460,7 +460,7 @@ static bool pose_face_sets_floodfill_cb(
if (symmetry_check && !SCULPT_vertex_has_unique_face_set(ss, index)) { if (symmetry_check && !SCULPT_vertex_has_unique_face_set(ss, index)) {
/* We only add coordiates for calculating the origin when it is possible to go from this /* We only add coordinates for calculating the origin when it is possible to go from this
* vertex to another vertex in a valid face set for the next iteration. */ * vertex to another vertex in a valid face set for the next iteration. */
bool count_as_boundary = false; bool count_as_boundary = false;

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@ -714,7 +714,7 @@ static UndoImageBuf *ubuf_lookup_from_reference(ImageUndoStep *us_prev,
int tile_number, int tile_number,
const UndoImageBuf *ubuf) const UndoImageBuf *ubuf)
{ {
/* Use name lookup because because the pointer is cleared for previous steps. */ /* Use name lookup because the pointer is cleared for previous steps. */
UndoImageHandle *uh_prev = uhandle_lookup_by_name(&us_prev->handles, image, tile_number); UndoImageHandle *uh_prev = uhandle_lookup_by_name(&us_prev->handles, image, tile_number);
if (uh_prev != NULL) { if (uh_prev != NULL) {
UndoImageBuf *ubuf_reference = uhandle_lookup_ubuf(uh_prev, image, ubuf->ibuf_name); UndoImageBuf *ubuf_reference = uhandle_lookup_ubuf(uh_prev, image, ubuf->ibuf_name);

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@ -69,7 +69,7 @@ struct HierarchyContext {
* have weak_export=true, this object (and by recursive reasoning all its descendants) will be * have weak_export=true, this object (and by recursive reasoning all its descendants) will be
* excluded from the export. * excluded from the export.
* *
* The export hierarchy is kept as close to the the hierarchy in Blender as possible. As such, an * The export hierarchy is kept as close to the hierarchy in Blender as possible. As such, an
* object that serves as a parent for another object, but which should NOT be exported itself, is * object that serves as a parent for another object, but which should NOT be exported itself, is
* exported only as transform (i.e. as empty). This happens with objects that are part of a * exported only as transform (i.e. as empty). This happens with objects that are part of a
* holdout collection (which prevents them from being exported) but also parent of an exported * holdout collection (which prevents them from being exported) but also parent of an exported

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@ -93,7 +93,7 @@ const EnumPropertyItem rna_enum_object_modifier_type_items[] = {
"UV_WARP", "UV_WARP",
ICON_MOD_UVPROJECT, ICON_MOD_UVPROJECT,
"UV Warp", "UV Warp",
"Transform the UV map using the the difference between two objects"}, "Transform the UV map using the difference between two objects"},
{eModifierType_WeightVGEdit, {eModifierType_WeightVGEdit,
"VERTEX_WEIGHT_EDIT", "VERTEX_WEIGHT_EDIT",
ICON_MOD_VERTEX_WEIGHT, ICON_MOD_VERTEX_WEIGHT,

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@ -1144,7 +1144,7 @@ static void deformVert(void *__restrict userdata,
const float weight = (data->weights != NULL) ? data->weights[index] : 1.0f; const float weight = (data->weights != NULL) ? data->weights[index] : 1.0f;
/* Check if this vertex will be deformed. If it is not deformed we return and avoid /* Check if this vertex will be deformed. If it is not deformed we return and avoid
* unneccessary calculations. */ * unnecessary calculations. */
if (weight == 0.0f) { if (weight == 0.0f) {
return; return;
} }

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@ -1047,8 +1047,8 @@ void wm_homefile_read(bContext *C,
} }
if (use_userdef) { if (use_userdef) {
/* Clear keymaps because the current default keymap may have been initialized /* Clear keymaps because the current default keymap may have been initialized
* from user preferences, which have been reset. */ * from user preferences, which have been reset. */
for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) { for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
if (wm->defaultconf) { if (wm->defaultconf) {
wm->defaultconf->flag &= ~KEYCONF_INIT_DEFAULT; wm->defaultconf->flag &= ~KEYCONF_INIT_DEFAULT;
@ -1532,7 +1532,7 @@ void wm_autosave_timer(Main *bmain, wmWindowManager *wm, wmTimer *UNUSED(wt))
} }
} }
else { else {
/* save as regular blend file */ /* Save as regular blend file. */
int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_HISTORY); int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_HISTORY);
ED_editors_flush_edits(bmain); ED_editors_flush_edits(bmain);
@ -1665,7 +1665,7 @@ static int wm_homefile_write_exec(bContext *C, wmOperator *op)
ED_editors_flush_edits(bmain); ED_editors_flush_edits(bmain);
/* force save as regular blend file */ /* Force save as regular blend file. */
fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_HISTORY); fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_HISTORY);
if (BLO_write_file(bmain, filepath, fileflags, op->reports, NULL) == 0) { if (BLO_write_file(bmain, filepath, fileflags, op->reports, NULL) == 0) {

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@ -754,8 +754,8 @@ void wm_xr_draw_view(const GHOST_XrDrawViewInfo *draw_view, void *customdata)
* viewport buffers composited together and potentially color managed for display on screen. * viewport buffers composited together and potentially color managed for display on screen.
* It needs a bound frame-buffer to draw into, for which we simply reuse the GPUOffscreen one. * It needs a bound frame-buffer to draw into, for which we simply reuse the GPUOffscreen one.
* *
* In a next step, Ghost-XR will use the the currently bound frame-buffer to retrieve the image * In a next step, Ghost-XR will use the currently bound frame-buffer to retrieve the image
* to be submitted to the OpenXR swap-chain. So do not un-bind the offscreen yet! */ * to be submitted to the OpenXR swap-chain. So do not un-bind the off-screen yet! */
GPU_offscreen_bind(surface_data->offscreen, false); GPU_offscreen_bind(surface_data->offscreen, false);

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@ -108,7 +108,7 @@
#include "creator_intern.h" /* own include */ #include "creator_intern.h" /* own include */
/* Local Function prototypes */ /* Local Function prototypes. */
#ifdef WITH_PYTHON_MODULE #ifdef WITH_PYTHON_MODULE
int main_python_enter(int argc, const char **argv); int main_python_enter(int argc, const char **argv);
void main_python_exit(void); void main_python_exit(void);